#[SPDX] Industries of Enceladus
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Shift is pressed
Return to Enceladus
Seriosly why you need another one?
nevermind returning to enceladus, you're visiting Andromeda
btw, ive managed to get my mass to 17k tons in one dive
aka 17m kg
lol fantastic
i do wonder how that's even possible but you've been tweaking things
how high is your MPU efficiency lmao
10 iirc
oh yeah that'll do it
with 100x cap multi due to MM mod
lmao
i need to tweak the transfer speed of the dynamic cans cus it cant keep up with only 500 transfer speed
i got annoyed by inheritance so i made a programmatic fix for some of my issues lol
so rn the way arms work, they have a preconfigured "feed velocity"
that's how fast they try to pull stuff, and in what direction
arms don't just pull stuff towards the excavator - they need to be configured to do that on every ship
so instead of doing some fucked up inheritance teleporting or whatever, i've gone with the easier solution of just... having the node give it a value
i mean fuck it, right
I have re-encountered the 1million kg limit on the obonto, space bar, and G.A.Station arms and now am sad, found an obonto paying a premium for tungsten when i had 40tons of the stuff, but was 1080426 kg
sad! i'll have a look for you though
for the behavior, they just refuse to interact with you over that point, theyll tell you they want to buy, when contacted, but the arms wont respond to you at all and resources wont drain even when in the right spot, and you cant pay for a round of drinks at the spacebar
||Which is different from a normal "we dont like you, and have revoked docking clearance" where their arms will still try to reach you and if you let them turn off your auto pilot will shove you away, but if you stay where they can reach you but dont let them turn off your auto pilot (hold right click, or X) theyll still pull resources and pay you for them||
yeah there's a mass limit on arms
i think it's measured in metric tons, and the max is about 500t
shouldnt the limit be 500,000kg then? not 1million?
idk lol umm
so my graphics card just went to hardware heaven
as such i won't be able to do any mod dev for a few days
this is a good time to remind folks that i have a kofi and you can donate to help me actually be able to afford a new gpu lol https://ko-fi.com/pearshapes
UUUUGHH fuuuck
i had that ship in the pipeline too
dang dude, i know how much that sucks, had my previous computers card shoot shit, had to spend like 3-4months on a Geforce 730, lemme tell you, you learn to get really, really good at performance optimization, its not even good enough to watch videos on youtube at 1080
yeah i had it happen in the past
gtx1050 iirc
it just stopped working one day
well, it started stuttering and shit
so i pulled it out and had to run on nothing for months, just igpu
my processor doesn't have an igpu
all things considered tho this GPU has been through hell. i got it used and refurbished like 5 years ago
oh yeah
i just remembered something i'd really like to do
so currently ship crew capacity and morale bonuses are fixed, right
yall can probably guess where i'm going with this one
hold modifiers but for the crew hab
more crew, more comfort, with a sort of scale between
more crew, less comfort / more comfort, less crew
maybe separate them though
at the high end i'd have comfort and crew additions
lol making it so i can get even more space on my eagle after welding 2 lifepods to outside of it
resharing from dv general, posted by snownukitro
just so i remember
another one for Sin Space Engineering
resectioned TNTRL with an OCP bay, what could go wrong
depending on which excavator is used, it could be pretty amazing or it could go terribly wrong
i'm divided between the standard excavator or straight up just reimplementing the OCP's sliding bay
i prefer the former, maybe bigger though
guess that makes sense
imagine you keep the sideways high stress but only use one, would be very funny with an arm
lmao
lol two things that do not go hand in hand
im gonna see how far i can push this it's kinda entertaining messing with huge masses
0.097 TJ...
lol
how on god
it gets worse too lol
i modded in some stupidly high mass values and messed around with it
#delta-v message
Heavier than a moonlet...
that gives me an idea. imma try ramming one of those big ones
Big moonlet is heavier, good.
A built-in type for floating point numbers. Description: The float built-in type is a 64-bit double-precision floating-point number, equivalent to double in C++. This type has 14 reliable decimal d...
in case you were wondering what the max value is
afaik rigidbody2d mass implements float
pretty big, but i dont feel the need to go that big
Tons
i tried 90 kt (at about 100 m/s) for fun, and literally just slid down the side of it
was very weird
now to see what happens when i go above that
i think asteroids are 'pinned' to the background
er, moonlets
same with obonto habs
i've moved the small moonlets before, but never tried with the larger ones
i guess you might be right actually
had this and still put to a standstill
You could move smaller ones on previous versions
that's probably what i did previously. didn't know that was changed
Can't find anything that says it was changed, maybe your drives can't move you and moonlet or some other weird behaviour because of your mass
i remember there was one patch notes that said something about measures were taken to fine people deorbiting moonlets, can't find it, but perhaps that was it
still, an interesting bit of testing nontheless
alright, your fucking insane
Found it, here is fee.
#news message
And here is more recent deorbit update
#news message
tyty
i know ๐
so on the agenda when i get my new gpu finally
umm
release k225 stubby
work on fucked up ocp-37
I owe you a crack pipe
fantastic
i will smake soooomuch
this is what they look like
(this is a CRT)
oh right i keep forgetting
@crude steppe i'll check out your pull rq the moment i get back on pc
idk how it all works but ideally id like to merge the branches
Yeah it's safe to merge, as I just added files, no changes to your branch
kewl
ya when theres later developments i should be able to approve and merge at leisure
just need to actually get on the pc first
my pc is working!! ever so briefly lol
hopefully i can get some stuf done before stuff happens, but i'm not going to jinx it
so i'd like to put it to a vote
i don't think i can make votes
react to this message if you want the OCP-37 to have:
๐ : an OCP cargo bay
๐ธ : standard excavator for k37
๐ถ : big excavator (like the Pelican)
I think it should be welded shut, as ocp bay intersects with "braces" on k37
yeah i personally prefer it being welded
big excavator it is
whenever i get around to it, lol
i'm currently just working on the stubby
looking good
oh yeah, right, i was gonna add crew mods
yknow i like the idea of crew and morale kits being separate but i don't want to clutter the menu
i've finalised the stubby i reckon
and crew mods are in
initial release will only include some Conlido kits as is customary
you'll also notice the addition of a crew hab quality sensor
this'll show you how good your crew quarters are (and thus how much morale will degrade over time spent in the rings)
you can achieve a pretty low morale with just the bunks on a vulture lol
and she's out
Yeah I was quick)
maybe i should communicate with you to coordinate better lmfao, my bad
@hollow grail Hey, the stubby k225 doesn't have the cargo bay size listed. Didn't notice it when translating.
oh yeah
i forgot that
i'll correct it for the next release
if there's no critical bugs i'm feeling like getting started on the accursed OCP-TNTRL
actually if someone could send me a screenie of the stubby's cargo bay preview that'd be great
ok i got it
it's more like 280 or so
How do you come up with the dry mass of a ship? Are there any calculations involved, or is it a more... relaxed approach?
Same goes for the cargo bay volume
it really goes by the amount you input in its RigidBody2D specs
and the mass of the excavator
disgostang
big FATTY!!!
It's... majestic
Is the cargo bay scaled down?
Btw, did how did you create a sprite and other .pngs for this one? Using blender, or?
With photoshop or alike?
Would be epic if you used MC Paint or smth
Huh, Thought it was bigger
I am yet to dive into learning the game engine
I have no experience with Godot or gamedev, apart from creating the Hamster Combat button (which took a while and a help of the AI slave master) (never thought there exists a chatGPT -version for helping with godot)
Currently trying to bake pngs, next step - trying to understand how ships work in the editor
yea so i can give u a basic rundown
essentially ships consist of a bunch of nodes smashed together. oftentimes, stuff that's common is instanced in the form of templates
tscn i think literally means template scene
Also, before I modified dV, I made a cute little game for my GF where you, as a cat, need to dodge a roomba and collect sweets (latter is not yet implemented, release is TBA)
Just to get a hang of GODOT
Oh please do
so ships have a bunch of common parts
namely AI nodes, weapon slots, thruster slots, reactors, reaction wheels, and cabin lights
these are all inherited from different scenes
the game loads the ship scenes through Shipyard.gd and pops them in as needed
any ship u add has to first be loaded in that script
check my mod's Shipyard.gd for how i do it
then you need to add them to the ship pool in CurrentGame.gd
Thank you! Do you think it would make sense to re-write the rundown to the modding help channel? Might help others
oh ya sure
it'll help with the modding page on the wiki too i think
haven't crystallised the ideas
And that's why only the player pilots the OCP in rings, everyone else doesn't have a cargo bay ๐
ahaha
so the ra ocp is basically feature complete, i'm just adding cargo bay accessories
hopefully i can get some sleep and also not have my gpu break
fixes in the backlog
fix the Pigeon's display name, no idea why it appears as a Pelican (probably just forgot to change its name)
umm
thats it i think
also monocargo containers in right mounts were using the wrong side
fixed that
any outstanding issues let me know
barely
and i just fixed a crew count issue with the new expansion modules
frankly, i haven't a fucking clue how i managed to do this perfectly without causing the game to crash
perfect storm i guess
basically what was happening was that crew would be 'removed' from a ship, despite having a valid number of slots to contain them, since i was just modifying the crew count variable after it had loaded the ship and CurrentGame.gd had done its thing
so! instead, i deferred to a config value, crewCount, to get the number of people in a ship and set it accordingly
it does mean that crew count updates are called awkwardly and you can get more crew than the vessel can hold if you equip and unequip crew adders, but it works for now
and it'll destabilise the moment you equip another thing
fixed it
just called validateEmployment on ship ready
nearly ready for release!
@crude steppe pushing initial 1.7.0
i'd like to add some crew upgrades now that the system is honed in
also i'm rebalancing the conlido bunk
Got it, now it's your turn. Pull request is up.
very nise
also heads-up, i changed the bunkx1 to a single bed, i'm adding two new expanders and planning for comfort improvements
just check the next commit i guess lol
partial rewrite too in bunkx1
best to save edits til later
good news, GPU is on the way
oh rx 580, i'll put you to rest soon
i should give it a honourary name
Another bucket
is that the suggestion for the name? lol
Yie
i was thinking something eastern european
i like blini
life of the party
i like the idea of a ukrainian food name tho, pay a little tribute
pampushky
or pampushka
basically ukrainian donuts
and i think it's a nice, if remote tribute to the city of Lviv
Push it, I'll translate later. I won't have power for another 3 hours and I plan to sleep.
no prob! hopefully power gets restored soon
i'm just working out the changelog
very long changelogs recently
ok i'm very tired so bedtime
have fun! do let me know if there's any issues
The OK720 hardpoint specs are inaccurate.
Installing haul drones on rear hardpoints of K720 crashes game.
lovely. i do think ive tracked down the rootcause though
it must be down to the way the nodes' placeholder configuration works
the problem with the current back slots is that they use editable children, which trips an error since it's essentially accessing invalid resources at that position
i think
for some reason this happens only in double inheritance
fixed it
Fixed crash when equipping certain hardware on OK720 rear hardpoints
Fixed incorrect slot name in OK720 vendor/fleet description
Updated Ukrainian translations
bastard issue
i was working at that for three days before and it just clicked now
i've also noticed that a last-minute adjustment means that the beak doesn't open wide enough
i need more ideas for not-ships
i had fun making those but i want to know what people would like to see
#VeryBigGrinderShipVariants
oh wait, thats ships, fuck
hmmmm
I'm thinking about some low-end RCS stuff, like little Timmy's first gimbals, not exactly efficient but it's there
what about, a ship that is super large to the point it can eat medium to big asteroids and then be able to grind them apart internally -> going into the smelter (stomake bellow)
I'm pretty sure that's just an OCP
i like that idea
more low end hardware
maybe like some NTRs?
that could work yeah and with the amount of ways to break down ore, getting more remass for 'em isn't really an issue
kewl
what would be fun i think is making a thruster that uses driver ammo as its propulsion source
like, metal fire style
with a supercrit oxygen oxidiser
ooh, now that would be interesting
ofc idk the chem of it (yet) but i like the idea of a pure NTR gimbal that's basically a downscaled PNTR
the PNTRs have 90 degrees of thrust vectoring
neat
Gimbaled with vectored thrust? Wow.
There also was this post by Liqvo about thrusters
#1107018647739846827 message
aerojeeets... those are cool
So, consider:
An oversized THICC that is connected by an ARM instead of a cradle
A THICC with it's thrusters and electronics stripped away for more processed cargo space, also does not need a cradle and interfaces with the ship's processed cargo space directly (essentially strapped to the ship qith no option of removal mid dive (or with the option, in case u need to run)(also might be funny if you accidentally power it off and lose like 90t of beryllium))
pfffft
wouldn't that make it into a big space shotgun? unless it just becomes a mini black hole for like a microsecond
Could you explain what you mean please?
about the 90t of beryllium disappearing by accidentally powering down that oversized thicc
Ah, got it
I actually meant simply detaching the integrated thicc mid-dive, as in my mind it would require very precise maneuvering to attach it back without a cradle arm
So no matter disappearing here, space-time is safe
Powering the slot off would detach the container
Actually,
on the regard of the big thicc - it could have an integrated short-duration astrogation beacon
say you encounter a salvage
You now have an option to detach the big thicc and grab the salvage instead
trade some of your processed cargo to later retrieve it on the same spot
Or not retrieve
that would be neat
ive been thinking about a jumbo container
Another funky idea:
Say you have found a big ringroid full of beryllium
Mining it is a gamble as beryllium can fly in all directions - loss of time or profit and much sadness
What if we attach an engine with some thrusters to it instead so it could astrogate back to Enceladus on its own?
Like a small phage-lookin fella that would attach itself to the nearest big roid after undocking from the ship
Or this module could have a stick with which we have to impale the roid and then deactivate the slot so it will attach itself and fly away
A laser PD might be desirable as well..
long
THICC
Truly
By the way, @hollow grail how did you manage to create such elegant colliders for the ships? (Please don't tell me you did it manually)
I was lazy with manually setting the vectors up, so I used a vector editor to create a simplified shape of half my ship, mirrored it, rasterized it and used sprite to collisionvector in godot ๐ฟ
full manual baby
Can you add some really stupidly fast gun that uses maybe 0,5 kg of ammo per shot and has a rps of about 5 and 10?
Why not a gun that uses 0.69kg per shell, and can fire at 65RPS
no! no NTR! bad space dot exe! bad!

the interesting thing about PDTs is that they're literally just weapons on a gimbal
it's very clever implementation
they forego making a custom weapon and just have the one
i wrote down the PNTRm description so i'l be working on it today
Can we maybe get GAU8 on a swivel?
I've always wanted a GUA8 on a swivel.
I want to BRRRRRTTT in every direction.
Hell, the recoil should be enough to use it for thrust
OOOOOHHHH, idea for a high strength mount, an omni directional torch
Like those thruster pods that tugboats use
i should probably clarify the scope of IoE
it's pretty broad but i'm mainly sticking to mining equipment and quality of life stuff, expanding existing selections and branching out into others when i think it'd be fun
Oh I know, I'm just being a goober
A highly tuned thruster used for mining
Essentially a flamethrower that'll sit on a high stress slot or something
Uses propellant as ammo
I think there is one in the game already
I loved using it on a nimble ship, but it wears out pretty quickly
Is that the NANI?
I was thinking more of a precision mining thruster
I haven't played in a bit and space has added so much since then, lol
No tis this one:
https://delta-v.kodera.pl/index.php/EINAT_Kzinti_Lesson_Mk_II
Space you need to add a shotgun like weapon not like a air burst but wall of metal
That would be cool
I could actually see that being useful for mining
just tap the testudo once
Then my iron storage is empty plus the testudo uses a stupid amount of power and has a ton of recoil
Personally Ive never had that problem and to have less recoil then the testudo thrust down (doesn't decrease ammo usage, just decreases speed that ammo has when it leaves the barrel)
im not going to do weapons or stuff thats used explicitly as weaponry
i been taking a break
I wish I could go to the top of threads but it isn't possible afaik
search in:workshop from:(the thread OP) sort by oldest
#1242427385417039943 message
Honestly, you deserve it after that absurd burst of updates you made space
Like, seriosuly, that was incredible, only othe time I've seen somthing similar is when egosoft releases a new game
I thought it was Ubisoft
egosoft, different company, its german, theyve got like 20people and make the X# series of games, (X3: terran conflict X4: foundations)
Oooh
And when they release a new X game, they tend to release like daily major patches
It's incredible to watch one of their releases, they normally release things more broken than bethesda, but they fix it and add content so quickly I'll ALWAYS pre-order from them
They also listen to their community, they support modders (So much so that they tend to hire modders temporarily to help improve the game)
They're just a really good developer
The ammo is the main thing but I forgot about the thrust tuning but it would be cool to have a weapon with a single shot large spread
so been away a while
what's folks' thoughts
what are we missing, what might be improved
clarifying again that IoE isn't about weapons and isn't all about making ships
something that I feel could be a somewhat balanced QoL feature is pirates occasionally trading mono containers instead of standard ones
could be much more of a gamble than the normal containers traded, like you could just as easily find one with 80t of beryllium as much as you could find one with 4t of iron, which I guess would balance it out
lol fair enough
I'm big on pirate trading (it's my main money maker), so I would love something that makes it more immersive
Deployable 'pods' that have their own drone tug system that guide ore to you. They give you a bit bigger radius around you since they would kind of 'orbit'? Or maybe have them in a formation so they are better to catch ore from exploding mining
that's a cool idea, plus eliminates as much of the need to chase after rocks as I bet you could send them instead and be more reliable too
is it possible to implement something like a rope? akin to an arm but lets you drag heavy stuff like a ship or something? it doesn't have to position it like an arm does, just drag and you have to deal with the inertia
it's possible in the same way that rolling a boulder up a hill is possible
i mean i joke but i'd have to completely reimplement arms, yknow
the way they work is like this
- arm detects something to attach to in an area
- arm tries to couple the ship to the object
- as the ship moves, arm will try to hold the object in a certain position and angle the sprites to match where the object is with some funky math
it isn't a physics object as much as it is a coupling
it's a very good implementation
damn
Idea - cargo bay upgrade (in parallel to an MPU) that selectively dumps nuggets out of your ship that do not match the filter. Useful for OCP!
warp the nugget out of the ship
not sure a mod can do this / perhaps it's a wacky idea
it just seemed like a cool exaust port other than the HMX (iron shooting weapon)
perhaps an easier application would be that the MPU gets a filter similar to everything else, any ore not selected just gets dumped outside of the ship like how it does when you try to over process ore. makes iron really good for just remass
slight problem in the K720
Instead of
press charges**,"** both Antonoff
I think it's more correct to say
press charges**",** both Antonoff
(switch the , and ")
whee backflip
ive been doing other stuff like playing astroneer so sorey no update recently... maybe soon ? who knows
still thinking about scooper drones with dronez+
Astroneer player discovered
what up
I haven't played that in years
dronez+ ?
scoops with tug drones
Cool
the deep dish OCP is probably a bit uh
overpowered
its the 4 docking bays that does it
oh i've been meaning to try the deep dish OCP
tried piranha but it wasn't really doing it for me
with the mod what ship would you guys say is best (and maybe how to equip it)?
comes down to your preference really, but I've quite enjoyed the huj ass frigate
that's my goal but i'm broke, only got 12 mil
absolutely depends on the use case, but... the stubby is probably the best heavy generalist imo
yeah LOL
tbh i don't really think toooo much about balance. both OCP variants (and i think the base? i can't remember, it should have bays though) are kinda just as they are because i thought it'd be fun
I had an issue with the cerf last night, everytime I tried manouvering it would enter a spin of doom, I got tired of it and sold it lol
curious
hmm could it be that one of the thrusters was damaged?
i've been using the cerf for a while and been loving it
...just wish it could eat rocks whole but i think i'd need an OCP deep dish for that
it can manage small rocks but since it's a sliding hatch door it'd struggle with big ones
hey, is it intended that the harvester haul drones dont seem to feed you stuff?
nvmd i see what I did wrong
accidentally set minimum range rather then proxy buffer -.-
I adjusted that and would you look at that, they work perfectly fine lol
We are in love with both the harvester drones and the dyna-cargo containers
power set, truly
yeah the dyna cargos are goooood
how do I install this mod?
do I need to make a mod folder for it? haven't installed any mods in this game yet
you make a folder in the game directory named 'mods', and put the zip in there. after that you put the parameter --enable-mods in the launch options
Ty
I thought so but I reloaded a couple times and as I tried to come to an stop it went crazy, what thrusters and main engines are you guys using ? Maybe my builds are too heavy and the thrusters are not enough
And I end up damaging them before I can really maneuver it
uh i'll have a look
i think i run blasters and the 18km/s exhaust velocity gimballed main
Found another issue, the game crashes when using the equipment tab and in the drone section with the pigeon, don't know if it happens with other ships
It happened twice
i thought i fixed that ๐
i also really don't want to do anything right now, sorry
What are the different arms for?
different streghts
the KRB is a funny diddly that doesnt have very much grasping power at all. the ORD is a powerfuck that will let you dash pirates righteously against deorbiting moonlets
both have their own niches
also man. i feel bad for not updating in a while but i just havent had my head in the game lately
Don't let it turn into a burden. Even if you pause for a while that's always ok
Been using the expensive drones, they're nice
Harvester drones go hard
the RA DMW turret lists its effective range as 2km
i am assuming this is in error
installed this epic mod once again to tinker with ships, found that game crashes after installing harvester drones on the right (or was it left?) back lostress slot on OK720
Very unfortunate, Church of the OCP inquisition cannot be commenced
yeah the harvester drones are being annoying... guh
need to get in there and see what's up bc it's just triggering crashes
idk what could be up with it
targeting range is shorter than effective! i think i just kind of guesstimated effective range since it's a tighter and more powerful beam
ask Sin Space Engineering
Are you sure? The RW cannon, for example, has an 800m range listed, so I think it's a mistake. Funny thing is that it's corrected in the translation (can't even remember changing it).
also the stat is listed as 2000m
whereas on the PD railgun its 2,000m
What happens if you click the blame button can you blame the code for your woes
you may need to make the cargo bay walls on the frigate a bit thicker
ive been noticing stuff clipping through fairly consistently
do you have the "more minerals mod" installed as well by any chance?
Oh no, it returns
snrks
it definitely gets worse as you carry more and start getting the framedrops too
also honestly
i think the frigate could use a smaller cargo bay
its funny with it being so big but its just pointless
youre never gonna be able to even come close to filling it
its a nerf on paper but if you do it right its more of a buff
if you do it right it might reduce how difficult it is to maneuver with a bunch of stuff in the bay
speak for yourself, i often do
how???
i just mine for longer i guess?
maybe its the filters on my drone systems
Yea around 8k and 7k is the sweet spot when I filter feed with drones
i run a 3k on one and 9k on another
my tactic is to shovel as much ore into my face as possible and it works cause i have quick dives that make like 4mil
So, i'm not sure why this is happening, but my MPI railgun is hitting myself, now that i've installed this mod
i can do nothing to fix this, but some useful info to have would be what slot on what ship
Could you add an indicator light for the cargo bay doors on the Tsukuyomi? This is twice now that I've lost 500k$ because I forgot to close the cargo bay doors during a turn.
is the gear the same? i have pin thrusters on mine and it bumped up the value by like 20 mil
Yep, same damn ship
I can check tomorrow if there's like a difference in how broken it is
But for now, I have my CERF and would like to go to bed
its likely something like 1 has a bunch of drones and PD turrets, high cost thrusters/RCS and a full functional reactor, and all the other bells and whistles, and the other is pretty bare bones with a shagged reactor and cheap RCS/thrusters
where is thee lastest zip
now to try to doo the thing in the start up
like this right
looks right
ill try it
i think its working
thanks
when can i get that giant ship
you know that
one prison ship kind of thing
iirc it just shows up in the dealership randomly, very expensive though
you can, it will mark your save as cheated though
not like is its multiplayer
it does lock out of achievements and stats while cheetah is detected
Same thing when any mod is active
right, but it prevents those things after mods are disabled as well, if you wanted to try to go back to vanilla.
weird, cause for me it worked after disabling mods
after using cheat engine?
the cheater check and the mod check are two different things
oh I thought you meant with mods. I've never used cheat engine
that's understandable though
I always assumed that the cheetah tag was when using anything to gain an advantage, not just cheat engine
I don't recall exactly how it works, but I believe it just detects if any values (e.g. money) have been changed externally. This then sets the cheater flag on the save, which prevents achievements and stats on that save permanently.
Mods are technically part of the game and it's not feasibleto determine whether a mod is 'fair' or not, so it just disables all achievements/stats while they are enabled, and re-enables them after they're removed.
makes sense, guess that's what the checksum does for it then
ive found that the crew almost never mentions a derelict while in the frigate
i would call that in range, no?
This actually raises an interesting question for @coarse abyss , where is the derelict range detected from?
I've noticed it's reasonably hard to get derelict calls in the Titan as well, you need to get uncomfortably close.
Where does it measure from? Is it from the center of the ship? The habitat?
Intuitively I want to say the Habitat but idk if Koder did in fact think that far.
I think I need that question rephrased. Or I'm missing crucial context.
(or just tired, that can be an valid option too)
from what location on the player ship is a derelict's range measured for the crew to open the conversation about salvaging it
ah
CoM
as in, (0,0) of the ship, it's centre of mass
i assume this is from this mod, what are the things with conversion for?
divided is the normal "i have 8000kg of processed resource storage for each resource" dynamic is "i have 30000kg of processed resource storage total"
basically dynamic is better
no, its different
the EIME HUD incorrectly displays the Tsuku's cargo bay
which is unfortunate
this is the one time i would use the EIME hud
to see the cargo bay
That's normal, it only really works on the EIME in the vanilla game too
i kinda wonder how hard custom huds would be to mod, i assume very though
just cause i havent found anything im perfectly happy with for the big silver brick yet
So you know when you have the microsiesmic drone, you can get the specific composition of an asteroid? How can you get the drone to tell you what it is, without having to click on the asteroid
cuz when you actually click on it, which is thje only way i have been able to get the remote scanner to display the composition, it tries to align the ship with the roid
you can hover your mouse over the object, but it can be less precise than selecting the object
Like I saw in a video somewhere, where he is just mousing over the asteroids and it is displaying thier comp in a little box around the roid
not really much else to it, the scanner will show you whatever is beneath the cursor, unless your AP is locked onto something
Hrm, it might be showing whats in the specific roid i am hovering over, kinda hard to tell
I thought it would be like a hold this key and mouse over the roid thing
Maybe it appearing on screen in a box over the roid itself is a kitsune specific hud thing?
the box hovering over the scanned object is kitsune/EIME hud specific
every other mining hud has a box to the side
might have to try out the EIME, cuz the kitsune is just.... garish is the word?
that's a fitting description
the EIME is decently close to the vulture, albeit with a more balanced thruster and weight distribution and a reactor that is overpowered but also overpriced as hell
I was meaning the hud itself, but also the EIME ship too I guess
Is that the Elon? the model E or whatnot
yea
yeah it totally flew over my head for some reason
i dont really get what people dont like about the kitsune hud
it's got basically no clutter, second to the racing hud but with information suited to mining
only thing it really misses is the lack of a depth metre, but everything essential is there
eh a depth metre isnt that useful
the RMS PIN-M200 drives are probably a bit overpowered
good thrust, good fuel eco, they barely wear at all, even at max tuning
plus gimbal
the only downside is the power requirement but its not even that bad
honestly the wear might just be a bug given how long its been since ive needed to repair them
and im not exactly too careful about collisions
preprocessors are also quite..... powerful
especially the high end one
getting a ND MPU to 98% ore eff is a bit silly
a non modded one makes it that high?>
using a modded equipment item yes
Oh ok, was going to say I saw one that made it to 90, but it doesnt do remassing
I have a request if it's something that can be incorporated into this mod: Manipulator Arm points function as docking grapple points. Don't know if it's even possible or if the grapple spot is fixed on center of gravity or center of ship, but it'd make bigger things able to dock up ๐
its a mass limit from what ive heard
1 kiloton
(1000 tons)
and unless you spend a super large amount (im assuming youre talking about frigate) you wont be getting under a kiloton
also clearly the frigate needs another set of thrusters seeing as we can use the stationkeeping thrusters for it as RCS on other ships (im totally not joking)
I think it's more RCS on the Frigate is main engines on other ships, and there's just an array of the same engines on the bootay
Which cargo bay are you rocking, btw? I'm almost thinking it's only worthwhile to use the big one since you can't easily shake/maneuver for re-feeding your MPU or whatever
yes
the RCS on the frigate is in fact main engines
and so are the main engines....
i run the Nakamura MPU
with the preprocessor
i'll just get a screenshot of my current frigate setup
I just feel that I overwhelm them, else I'm just not picky enough with what I am grabbing.
Yeah, see I still find I have to jitter too much to get cargo down the neck with either the Naka or the Mk2
you really do not need the 500t propellant tank with those thrusters
tbh I can probably downsize the propellant tanks, I haven't run into issues with it yet. I just downgraded the MPU to the RA, as the wider neck is worth the reduced output
lol you said that just as I was typing.
you get plenty enough dV with the 80t tank
oh are you running the dual laminar turbine?
the military turbine provides more power
yeah. I had like 143 mil I had saved up before I found this mod.
the laminar turbine is just lighter
I'm actually not having power issues, so I can afford lighter
fair enough
i'm guessing you've max tuned the thrusters?
actually no, and I have things really slow so I don't lose ore since it's jaws are weak as hell.
theres no reason not to max tune em
like 7deg rotation on AP lol so I'm not throwing stuff all over.
i havent run into too many issues with that
only when my keyboard stops working properly
i also tend to fly stick
lol...
I have... issues at times. I get enough stuff onboard that I start having simulation lag.
like bad.
also i put on the fusion drives to massively cut down transit reserve
we have pretty fundamentally different methodologies for our mining
i can see that purely from our different loadouts
i tend to just eat entire roids
Yeah, I fly at about a 45 to my actual direction of flight and let the microwaves handle everything. I never ended up having good results just eating raw asteroids
then my drones end up picking up all the pieces.
putting a PD rail in the high stress is
not what i would've done
the arm is super useful
It lets me engage things manually as needed if I come across a big rock and need some extra love breaking it down
fair enough
hows the fabricator?
is it significantly faster than the vanilla one?
from what the specs said, it's just a vanilla one they jammed in the corner of the cargo bay
you have the one that isnt that
yeah given the power draw and such one would hope its quite a bit faster
anyway how did you get so much money?
just selling ammo n stuff to GA?
ammo, recovering wrecks. I've been playing since back when the elon ship was the fanciest.
same save lol
mining. Once I found the 6 bay miner, that was the moneymaker because I'd go out and sell to the obontos
launch to one, check what they want.. if it's platinum, it's like 3/4 mil a monopod and I had 4 of em lol
average titan
I would do 4x pods, 3x drones and a PD rail
i dont really vibe with the titan
It's neat. I'd capture stuff on the sides too if it was small enough. Also do trade runs for GA
i'd rather fly an eagle tbh
๐
Whatever floats your boat, I flew one for the longest time myself. Nothing wrong with it.
man i really need to make more money
what im doing really isnt cutting it
heres one of the better ones
looks to me like a titan or OCP run with the output (although it's mixed ores so def a lot more space used with that)
heres all the screenshots of frigate results i can find
.... damnit thats a good name
i got it
pure ice was also a good name but
gonna try out a different loadout for my frigate
yeah, doing things the way I do it, I'm already at a quarter mil estimated... downgrading to the bigger throat on the mpu was the move.
im at over 400k (havent tried the diff loadout yet)
but thats because of the preprocessor
with it the nakamura mpu has 98% ore eff
ohhh thats nifty
this has gimbal for the thruster mounts
the RCS version is also just an objective upgrade over the EI AGILE
can you make ships
then i have an idea
you take the door from this ship
put it on the frigate
more hard points
and call it the frigate mining refit
hello,
I installed the mod but the only new part is the THI Harvester-class Haul Drones, did I miss something?
--enable-mods? yes
--debug-console?
the order is not a issue?
and what about components?
i dont know it worked for me
debug console isn't needed, especially for most people, but can be nice to have if you know what it does
it doesn't do anything for mods
it basically gives you the option to toggle viewing the logs in realtime, which most people won't need
i dont even know how to see logs
" ` "
is that that numbers stuff
it's a key to the left of the number row, at least on US and UK keyboards
to get back to this, did you check other equipment points by any chance at all?
yup, on K225, KR37 and E
hm, very bizarre
do you mind sharing screenshots at all, as i'm pulling a blank here?
creating a new save does nothing
imagine: no new ships at the dealer, no new equipment (except harvester), no new equipment category
hm, guess it's best to pass this along to @hollow grail and do the same thing you'd do to report a bug but put the data in here instead
is this the only mod you have installed? have you made sure to set --enable-mods in your launch options?
yes, yes
does the mod exist in the mods/ subdirectory of the game folder as a zip?
yes
and it's in there as a zip, you didn't decompress it?
not decompressed zip file
ahhh
try downloading the release from here - the first link
you might have downloaded the entire repo by mistake aha
github is weird with actually releasing software
I might have clicked the wrong button lol
yeahhh no worries
weirdly the download was faster
I seems to work correctly now, thanks
fantastic
yea git is great for developers but the moment it comes to actually distributing functioning software it can be downright esoteric
you got a new question to add to your routine user assistance
ahaha
Is it weird? You downloaded only latest release, previously you downloaded every version
"does the zip have -main on it"
458 Mo for the main, 13 Mo for the release
yeah you'll notice the repo has a releases directory where i keep a cache of old ones
i don't like losing stuff when i could look back and see what i can do with the new, yknow
that being said i should work on this again lol
probably been a few updates since that i need to adjust to
any new equipment?
i mean, everything should work fine but i know there's weird issues with the custom ships and the drone bays that need some looking
I think you worked on some thrusters, remember translating wip stuff
habitats kits not having mass is a bit strange
yeah, i'm sure i can work on that
anyways thanks for the mod
no prob :]
oh how i long to fit my tsukoyomi with the engines it deserves, alas i cannot have them :(
its a good ship it deserves its stock main drives back as a treat
using a k225 bbw, mild combat and mining with a railgun that I plan to be able to restock with a voyager or the other model, is it worth having an ore preprocessor to suck up water for remass or should I just slap the voyager fab plant in the cargo bay and use a different mpu?
actually replacing the thi bulker with a voyager makes sense, and I can keep using a preprocessor when I have the main mpu off while I collect rocks to fill the bay
but since that's expensive I'll just settle for more ammo
Taking a look at this for the first time. Pretty wild everything that's been done here. Nice work.
Spent a while cruising the Tsukiyomi around with four mike cannons, and a butt-ton of drones, with the fabricator strapped on just for fun. Accidentally equiped the NSWR drive as an RCS the first run out. Good times.
do preprocessors affect the tobernite?
they do not!
hmm.
fair enough
thank you!!! as one might be able to tell from my extended pause it took a lot outta me... but i'll come back with fiyah eventually
Can't wait for the mining Gau-8 lol
Uhh Tetsuo hmx?
the PIN engines/RCS dont seem to be visually rendering on the EIME
as seen here
additionally the M200s definitely need a nerf
the fuel consumption is ridiculously low
they are kind of just
the best main drives
the RCS are also basically a straight upgrade over the AGILEs
i would probably increase the mass of the RCS to ~250kg per
dont forget the extreme power consumption and cost
Something I noticed when I loaded this into my run,that I forgot to backup and there fore got corrupted when I pulled the mod out:(, the Cargo bay that is supposed to take ores and make ammo/drones doesn't do that anymore. Or if it does it waits a horribly long time to start. Test ran with about 500ish kg of Vanadium platinum and a 100 or so iron and didn't make any ammo or drones. This was done on the most recent version of the mod and game. Just bought the game yesterday and got stupid lucky on getting me a busted up Titan, sad times save is borked.
ok, so now that i removed a few mods that didnt pan out for me, it seems it was a conflict
the fabricator needs more iron than platinum/vanadium
also you really shouldnt have tried removing this mod
it was never gonna work
ok so i got the mod back in and i STILL cant get it to make drones/ammo,got the RSLS Fab plant, Nakamura Big MT sitting on little over 26thousand KG of iron and 2600kg Vanadium and it still aint doing drones. Drones ARE Vanadium right? or are they platinum?
drones are plat
4:1 iron to platinum
ok, but why wont it use the iron? do i still need the plat?
you need both to make the drones
ok, interesting change, guess it makes sense though
its
not changed
really? oh hmm i must have just never noticed then, course this is only my second day playing soooo
does this play well with the More Minerals mod?
should work ok, i've never tried the two but afaik they don't have conflicting code
all i know is I am getting tired of asteroids saying they have iron just to crack them and lo and brhold... no iron
how deep are you going btw, as depth and relative densities may not yield the ore you're looking for?
current depth is about 150km
scanner will show a roid with about idk 7m^3 of iron, but when i crack the roid, none drops from it
not always mind, but often
how does the iron density compare to other minerals, as that may account for it?
im also assuming you're using the microseismic recon, and it can be a little inaccurate too, so that might have to be taken into account too
well not as plentiful, maybe 2-3 in 10 will say they have iron
yeah that sounds like it might just be that you're in a vein richer in other minerals, perhaps fly around a bit as having some of a mineral does indicate that neighboring veins will have more
I think there are a number of things in IoE that seem to be just "here's the most awesomest stuff, have fun."
Like, there are tugs and hauls that seem to both be just better.
the scanner is just a vague approximation of chances of output, not an actual representation of whats "in the roid", this mod wont stop the ore scanner from lying, because thats just how it works
soo i just tried to join Vilcy using the Frig, cant dock... lol
anyone got any ideas to fix this?
this isnt a mod issue
yeah the arm grabs the centre of mass of the ship, which can be an issue if the ship is too big to reach
I mean, fly a smaller ship? There's no way around having a ship radius longer than the ARM's reach. Expect you'll have the same problem at the Obonto stations, too.
you can dock the frigate just fine at ganymede
assuming a total ship mass under a kiloton
in my experience no
it breaks the ore hitboxes so it just clips out of the bay super easy
quick question, do the modded ships show up in the rings or just the dealer?
just the dealer
I have a question, does the big wolf mod still work and are there any issues?
Uh you mean this one? Yeah it works
could very reasonably give em a slower gimbal speed
than literally instant
:P
i mean again i think the balance is the cost and power consumption
like i dont even use them normally because of those two factors
too expensive and no way i can supply enough power
I played with this ship, and I have some reservations, when I install two point defense emitters the game automatically crashes and exits, I thought it was a bug, but it crashes every time.
I think the reason I don't agree with this is because if you have an endgame supply of money, you can supply them, and they're the correct choice.
The balance in ฮV is supposed to work on a sidegrade philosophy, where every equip has significant drawbacks even in an endgame ship. Ideally, we'd want every piece to be on someone's endgame setup, somewhere.
Nobody says mods have to respect that, but I would agree that those drives are pretty much the endgame drive.
Once good way to balance them out, if the author is interested in that, might be to make repairs to them more expensive, and their wear significantly higher.
Power draw can be pretty tough sometimes
Or maybe it's heat, I recall my reactor just not being able to keep up
this
they hardly wear at all
i run them as RCS on my frigate and i have them max tuned
and i don't ever recall having to repair them
and not even "endgame" money
you can very reasonably run them with a moderate APU
i do definitely think a limited gimbal speed is a good idea
cause having it be instant is a bit uh
not in the spirit of the game
Given their description I don't think the gimbal speed is the lever to nerf. It seems part of their design, ironically much like their wear. Tho their wear certainly doesn't need be THIS enormously amazing.
That said, the technology sounds INCREDIBLY expensive to maintain, and the magnetic systems sound quite vulnerable to damage. As well as vulnerable to computer damage on that note, because I don't think that gimballing facilitated entirely by directing magnetic fields exactly works well when the computer is glitching all over the place.
That said, I'm not sure tying component performance to another component's status is possible. But if it is, that could be a very interesting and unusual interaction and a very much potential solution to their advantages elsewhere.
Additionally potential thrust is certainly a balance lever. So is eV.
stuff can be more vulnerable to specific damage types right?
so uhhhhh
EMP damage just about nukes their performance
I don't mind instant gimbal so much. if I recall, the idea was that it was a thruster array or some such thing? I don't mind that so much, and being instant instead of very fast doesn't gain you a tremendous advantage.
My suggestion would be to tune them to minimum by default, but increase the wear so it's relatively finicky on wear characteristics. And to get up to what's currently default thrust, you have to uptune them. (Which squares wear, while thrust increases linearly.)
Thrusters don't typically respond to EMP damage, so making one of the damage types responsive tyo EMP would help, too.
also i swear the NDDFD doesnt do any damage to roids
or
anything
the pulse is very narrow, it obliterates roids if aimed correctly
No, iirc the idea is it's a thruster with magnetic thrust vectoring.
Probably remembering something else, then. Like the drives that are made of RCS clusters.
But from a balance perspective, I don't have an issue with instant. I think the performance gain between "fast" and "instant" isn't something that can't be balanced.
Fixing the lore agreement can be as easy as adjusting the text to describe a more instant principle of operation. Change the concept instead.
yeah so PITs are an actual established concept, they're a type of... hall effect thruster? i can't remember if it's hall effect or some otber effect lol
but yeah they wear really slowly but are super susceptible to collision damage iirc
and are real heavy for what they are, and just suck up power
if you aren't running a big APU with, say, an at225 or eagle then you'll be browning your grid regularly
personally i think that's mostly balanced, it's a "near-future tech" that's also horrifically power-hungry and quirky for the top end of top ends and isn't entirely ideal for every layout
and i mean if u dont like it dont use it right LOL
not like its all that hard to tweak the values to whatever the end user feels is reasonable
i added a 0 to the efficiency and thrust myself
I think the issue I have with the power requirement is that once you can wield the APU that can meet that requirement they're mostly just a correct choice.
tru. maybe i'm just speaking from my own bias
i don't use them since i fly like a maniac and prefer middling efficiency with good remass processing
better to have moderate efficiency with good power and control and be able to run a light fuel tank
for trawlers though i can see the issue - very potent engine for its efficiency
and it means you can run very light fuel tanks
Misalignment's not very imporant to gimballed thrust - changes the range of the gimbal, but the AP should correct for it, I seem to recall. Choke isn't nice, though. I just think the power use is a balance factor that goes away, eventually.
But then, it is a mod, you're allowed to have different ideas about that.
it's a valid perspective!! everything helps me get a good outlook
honestly i went into IoE with the perspective of "how do i make cool stuff that compliments the existing repertoire" and balance has just been an afterthought
I like to look at it like this: mods are for fun and doing things the base game doesn't, and balancing is a tight rope to walk between fun and unfun. So fun comes first, balance later. Let the vanilla game worry about the tight rope ๐
lol that's true too
the OK720 does exist
it's called that because when you look at it you say "OK" and turn 720 degrees and walk away
I cloned my save and put it another slot, specifically to have a save ready to sacrifice to this mod. I must become budget BBW, it's my destiny
hehe. budget. it might not have the weapons but it's a potent beast
that's the only reason I call it budget, gimme those PD Lasers 

I can only experience the sheer "Nope" factor of seeing rocks pop to lasers that are slightly offscreen and then a giant exhaust cloud creeps in and I haul outta there. I want to instill that same pucker and nope into the NPCs 
I just hacked in boatloads of money, myself.
hmmm
I see, my bad
illustrative diagram. just add another turn
only issue is
you cant use the NDTTRs nearly as effectively as the BBW
purely because of the difference in remass you can carry
BBW has 2.3kt of remass (afaik)
the most you can have is .5kt
cackles
in my experience these drives dont really take any damage
tho that might just be because i have them on the frigate?
idk if that changes anything
cause my lasers and PD turrets still get messed up really easily
i am not careful about collisions
and theyre max tuned
and they only take a few % each dive
so a bit of an oversight on my part, i made all the maintenance stuff with the pins really high, including choke
rethinking it now it'd probably be more sensible to have it more sensitive to choke
i cant super guarantee the propellant tanks will work but i can guarantee the new thrusters do
anyway my favourite social media site is shutting down so i thought it best to throw myself into a creative endeavour lest i get sad
as for pins ill look into some nerf vectors... like a major downside now is susceptibility to choke, but an existing downside was that they can't be used to vent reactor heat
they just don't consume it!
wear could definitely use a nerf. keep it big but very expensive to maintain when they do wear
i like the idea of them being at low thrust by default but you can tune them to max, i feel like itd break the description/names tho lol
eh i can work around that with a description change
just like "factory default includes Economy Tuning"
until then sleeeeep
I SLEP LIKE SHITT but its ok
thank you @crude steppe for the translations hopefully ill have them in next patch since im gonna be working on the PNs today
the jumbo is coming as well... whenever i implement it lol
i say that but it's all there in the code it just needs to actually exist
ooh the PNTRm looks interesting
ill definitely have to give it a try next time my tsukuyomi needs repairs
also my take on the pin thrusters is still that the low thrust and high power output make them suboptimal for a lot of setups even with instant rotation
i still use the clustered racing thrusters on my tsukuyomi cause theres no real reason not to, especially since i can use eagle main drives on the back 3 to cut transit times
buuut if i can carry more fuel maybe i can experiment
if you can test those tanks id appreciate it, i don't know if they work lol
like as i understand it, the purchase menu doesn't call a preset table in Shipyard.gd like with turbines and rods
it's just a direct modification based on a limit
They work, missing specs but that's about it.
thank you :]
Didn't even have time to write here) Really fast release
ahaha, no worries, i pushed it with your translation
Hmm have you touched elon autopilot in any versions of mod? Looks like collision avoidance is broken, or maybe game updates broke it with mod
i don't believe so!
it does touch the autopilot code a bit for the 337 MAX ap but it shouldn't mess with the others at all
if you could verify that it's not broken unmodded or you haven't changed the tuning settings?
Vanilla works, trying with modloader but no mods UPD: also works
curious, very curious
the code shouldn't affect any other ap system since it calls back... but maybe i need a return
i think i see what's happening
no... no i'm not sure what's happening
see a lot of the code that controls the EIAA falls inside the ship-ctrl.gd
in fact pretty much all of it falls inside that
i fixed it. in a really stupid way, mind, but i fixed it
The EIAA autopilot essentially lets an NPC pilot your ship for a bit. Most ships function on the same logic.
I seem to recall NPC AI benefitted a lot from fixing issues with EIAA, because it's addressing them both at once.
Not sure if that helps, at all.
all good now
also Lurkily you might be more pleased with the changes to the thrusters now hehe
i've significantly changed the wear statistics and they're vulnerable to choke
Hey guys ,this is a problem about spacecraft.
I try to modified with RDM cannon turret and always crashing the game
any suggestion 's ?
this is an issue ive been struggling with for a while
it doesn't help that the game doesn't say why it crashes
I attached two point defense emitters at the front and wanted to attach dual drones at the back and it kicked me out of the game, it could be fixed because the ship is great.
Ok
It works, but after trying to start it, the same problem throws me out of the game
I'll try it differently
i'm starting to think the stars are conspiring against me
i didn't get these crashes when i tested it ๐ญ
So it looks like this, on the first low-stress Hardpoint 1 mount it is ok, but when I mount the drones to Low-stress Hardpoint 4 it throws me out of the game hmm, I bet the problem may lie in a bad mod?
The mod works perfectly, but only on this ship it throws you out of the game
yeah that i understand. it's an issue that's come up a lot
So I guess I'll give up on this ship and wait until there's a good solution for it.
i think the game just doesn't like IoE lmao
@hollow grail Am I correct in assuming that for your MPUs in this mod, you created variant scenes tailored to each ship you added it to, and then inherited those tailored scenes to the specific ships' scenes?
Instead of doing a single base MPU scene, and then inheriting that and trying to edit it within the ship scene?
This is me assuming you ran into the same quirk where when you inherit the MPU scene to a ship scene it doesn't actually bring over all the nodes in an editable format.
Any tips on helping me understand how MPU mods work would be much appreciated, and of course, take your time, I am in zero rush
(I've tried rummaging through your mod in the editor, but I assume something about the way I imported it or something didn't work great, cause I get errors and stuff when I try to open things, which is strange cause it worked fine the first time I looked at your mod in it, but I guess it broke at some point after?)
yeah so essentially an MPU is a collider and occasionally a set of sprites too, with script
i just made inherited scenes for every ship
this apace left for beat
and then inserted my new MPUs into every one
Should I be updating these as they release? I havenโt been doing this and I got the mod installed a while back
Ahh damn i downloaded forever ago ๐ญ
What did I miss recently?
every change since ur last update has an entry in the changelog on the github
Ahhh ok Iโll check that
what version were u on?
All the way up here, 2 months ago
ahh you probably missed 1.7
How do i update github mods manually? Mostly used steam workshop for mods
just like you did last time, just delete the old zip and replace it with the release zip here
Will my save be ok? Didnโt back up my stuff when I first installed ๐ญ
I probably need to do that too ๐
Itโs Alr im Setting up a display box in my bookcase rn
One last question, how do i back up a save? Do i do it through steam?
I wanna backup my save in case getting other mods messes things up
uhhh
forgor umm
aha
so you'll have a dV folder in %appdata% (/roaming)
just copy that and put it somewhere
Ahhh ok
@hollow grail sorry for the ping, but what ship would you prefer to have as the mod's "cover art" for the wiki at all? I was thinking Tsukuyuomi or the OCP/K37 mix (forgot the name) SSE OK720 TNTRL (just checked it rn), but i'd rather you have first pick if you'd prefer
oh no trouble, hmm
oh, i'm strewn between the two
the 720 would be really funny. but the tsukuyomi would make an impression
lol that's my exact conundrum too. i was split between making the mod seem more serious or silly
well it's generally serious with a silly element... so tsukuyomi, as vain as it is
gotcha
i'll put that down for when i get round to finishing the section for this mod ๐
kewl :]
yeah i try to make it as like... i guess vanillesque? as possible? does that even make sense
yeah that makes sense to me. i'll figure out how to write it well
i wouldn't mind giving pointers or anythin
Just a friendly heads up that it looks an awful lot like Bootleg and IoE don't like each other when it comes down to game time 
i think you've already helped without realizing it. your foreword is pretty much perfect as a description
sadly anticipated
you can absolutely make a patch though! you'll notice that my Upgrades.tscn has a bunch of overrides for each new weapon slot - these are themselves .tscns that can be replaced with some clever finagling, but i'd ask za'krin
ehehe! so it is
yeah I assumed they'd probably not like each other, IoE does quite a lot. Might look into doing a compat patch at some point, but for now I figured I'd just make it known in both threads that Bootleg and IoE probably won't vibe together
yeah prob best
it even banishes the ERM-420 to the shadow realm 
figured i'm best making a good note about incompatibilities of mods on the wiki bc of this
honestly the way i'm doing it rn is the best way that i can do it without having to make everything super fiddly for me... but it does lead to some unfortunate incompatibilities
Oh I don't blame you for doing things they way you have, in the slightest
I would too if I had as an extensive mod as yours
hate to say this for the sake of individuality with mods, but would the best way to do a patch to combine the two mods together perhaps?
yeah i mean thats not out of the realm of possibility, but i reckon barrito wants to do their own thing
I mean, there is github forking so it wouldn't be out of the relam?
yee, I would say just doing a full blown combo mod would likely be the simplest way to ensure compatibility. I'm not opposed to it at all. But in an ideal world yeah, mods should be able to be used alone or together with other mods without having to hunt down specific combo packs
i'd be down to see it myself, i guess it actually might be a bit less work than trying to figure out how to make the two mods always compatible through updates
unfortunately you'd be entirely at the whim of my neuroatypical chronic fatigued ass๐ญ
I'm wondering if it's possible to do a dependency mod where that basically has all the standard scenes and everything mods might want to mess with, and then mods pull from that dependancy, do their things, and then that dependency is the one that handles the replacing of things, so it replaces with the combined shennanigans of whatever mods use it as a dependency?
crazy methaddedled brain ass idea, but I had it, figured I'd share it

like a shared library sorta gig? itd be more possible if... hmm
have the dependency have a config: "Mod Compat: True/False" if true, do the shennaigans, if false, load mods like normal
yep, just a bog standard library type joint that 99% of mods would use as their base
for Upgrades.tscn specifically, perhaps that'd be possible, but would need a good bit of code
oh yeah, of course, I have zero clue on how to even begin implementing the idea, I just had the crazy lightbulb come on 
my on-the-spot concept involves some script shenanigans and a set of UpgradeUIs in container nodes named after where they would go
since Upgrades.tscn is literally just a list of templates grouped with templates
and some other stuff of course but i've never let that stop me
Yeah, that was sorta the base of my crazy idea... why have individual mods inheriting game scenes and then doing their monkey business, why not have a middleman that everyone pulls from that makes it easier for mods to vibe together
I reckon this is very much an achievable idea, probably just involves a level of understanding I don't have right now, otherwise I'd already be in the editor banging my head on the wall 
i'll meditate on this
If this goes further than just an idea, we might want a thread "Mod Compatibility Library for Upgrades.tscn" or something, but that can be tackled if/when it's needed. If I have any lightbulb moments I'll be sure to share ๐
what would be ideal is a watchdog of sorts
like, runs before all mods, and then mods can register with it to be like "okay, i'd like to change this file", then specify what to change and apply them iteratively
Modloader 2: Compatibility Boogaloo
what IoE's currently doing is creating new lists of items for purchase in the upgrades menu, right
it takes the old menus and effectively disables them
what it also does is provides alternate placement positions for the Prospectors... by limiting the upgrade groups shown per model of ship
it does this for a bunch of other things actually
it's entirely possible to still have that but instead, the UpgradeUI objects themselves check for the given model and then go "nope i'm out" when they see they're not desired
and that would explain why no amount of mod priority lets my mods work with yours, that makes a ton of sense now that it's broken down in front of me 
yea lol
it's a clever little trick that saves me some time
there are a lot of hardpoints
unfortunately also breaks things for other mod devs
Yeeeah, so many, so many mount locations 
it was a bit of a calculated risk at the time lol
there wasnt really many other modders doing stuff when IoE first started development
Yeah, and I honestly don't blame you for going about it that way, less work for roughly the same result, made at a time when compatibility wasn't really much to worry about
Man, ya'll two cooking hard ;w;
I've been experimenting with a similar concept a bit. Basically instead of one mod priority, you can specify a priority list, each linked to a function in your modmain. After all mods are loaded, the functions are called in order of priority. This would basically let you load mods in the middle of others, allowing for much greater loading compatability. A guideline of what priority different scenes are would be needed to let mods load everything at the correct times, but would likely be easier and more versatile than just registering individual files for change.
that's a good way of doin it i reckon
bit late to this, but for the library-esque mod idea, perhaps it could work as a complete wrapper, where it loads before everything and works as a template of sorts where it takes data from subsequent mods and imports it itself and works as a potential compatibility layer for it (idk if it's been suggested, i've had the idea while working and havent had the time to read if any other similar idea was suggested)
Yeah, that was roughly the basis of my original idea, but I think Za'krin is on to something that would be a better solution
true, i just read that suggestion too and i see what you mean
Yeah, I kinda struggle with conveying my thoughts through text, usually a bit better at it when it's verbal 
my brain is a soupy mess
i completely get you with that (im exactly the same lol)
How to get these new ships, in dealer i only see basic ship from game.
you find them in the dealer, but like any ship obtainable in there (at least any that aren't the four new ships always at the top), it's purely luck based that you find them
in Equipment tab in menu some parts are shown 2x like Hardpoints and others, it is ok? or did i mess up with instaling mod?
might be a bug with the mod itself, @hollow grail would be a better person to ask than myself
oh this is with the ram
urg yeah two of those are phantom slots
it's an aesthetic bug only
the mod's installed fine, just the upgrade menu thinks it should be showing slots that don't exist but do in the ship config
or, sorry, three are phantoms
When i instal something i shows it in both slots the same
yeah, phantom slots behave like that
ok thanks
you don't have two of each equipped, there's just one in each slot, but the menu's giving you two boxes
i'll have a look at the mod sometime, sorry bout that
Hmm played some time and, have seen new parts in Equipment but when i install them and fly to rings i dont have them on ship, and still no new ships in dealer. i think i am missing something important for this mod to work
What i did is: 1.Create mods folder in game folder where Delta-V.pck is and put there IndustriesOfEnceladus-1.7.5.zip file 2.Run game on steam with starting options --enable-mods
any help
What equipment? There is a lot of them and some are just stat changes like turbines, aux units, capacitor. You won't see that in dive in equipment tab.
New ships are a tricky thing, you could have rolled some ship variant like kx37 RAM or pigeon prospector, OCP Piranha or OCP Deep Dish, they don't look very different from vanilla ships.
Good thing to check OCP has new mounts (even basic variant) for drones cradles etc. so if you have them and they function mod is installed correctly.
That new manipulator arm, and new main thrusters and when i go to ring ond open "J" menu i see no manipulator arm and main thrustes ;/
i checked ships and only seen standard models from basic game
here i have screenshots with instaled equipment and what i have after going into ring
Russiani KRB500, Main propulsion 44 quad engime, and ruston antonoff MPU Mk2 and when i fly to rings ... puff gone
That is really weird. Like every slot is a phantom one... What ship and variant are you flying? I have no idea why it's like this, you can try reinstalling game or verifying files and reinstalling mod.
recently instaled game( 3-4 days ago) and just today found i can play it with mods , this is first one instaled
ship KX37 TNTRL
Well, at this point it's probably best to wait for @hollow grail
i will reinstal later and try again
So uh unsuprisingly the tsuyomi frigate cant dock with the vicily ship to offload prisoners and im scared to try and dock with anything else now considering i have no clue where the COM is
you can* dock with the G4A base
*you would end up torching them with RCS but you can